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Move Along Mesh

modifiers/move-along-mesh·v1.5.1
IN:2  OUT:1

The Move Along Mesh attaches each instance to a mesh from the second input or the Mesh parameter, at the nearest point or scattered over the surface, and keeps its offset in the surface frame. In Advect mode (Initialize, then Start) instances slide along the mesh's Up direction by Speed and are snapped back onto the surface each frame, aligned to its normal, and a Target Feedback Loop POP lets you build your own loop around it. In Simple mode every input point is snapped onto the mesh at its own position each frame, so points you move yourself stay on the surface.

Pair it with Orient Mesh to shape the walking directions with swirling, curl noise and blur. Enable Life Time to rebirth instances at their attach point, Scale by Age to scale them over their life, and Enable Point Relax to keep them from piling up.

PAGEMove Along Mesh
GroupGroupIf there are input groups, specifying a group name in this field will cause this POP to act only upon the group specified.
Target Feedback Loop POPTargetpopA reference to a POP node downstream in the network whose data is retrieved one frame later.
Mesh to Attach ToMeshA reference to the mesh of triangles or quads to walk on when the second input is empty. Its Orient or Up attribute sets the walking frame.
Display MeshDisplaymeshEnable drawing the mesh in the viewport.
InitializeInitializepulseInitializes the POP from its input and parameters. The points start at their attach positions.
StartStartpulseStart the simulation from the initialized state.
PlayPlayPause or play the feedback loop.
StepSteppulseAdvance the simulation by one frame while paused.
PAGEAttach
Lock to MeshLocktomeshFreeze the attachment, which is faster, and the points do not re-attach when the input moves. Reattach to Mesh recomputes it. Advect only: Simple always snaps from the input.
Reattach to MeshReattachtomeshRecomputes every point's attachment, refrozen when Lock to Mesh is on.
Scatter SeedSeedNumerical value that initializes the randomization.
Search RadiusSearchradiusSearch radius for the mesh in Nearest Point mode and in Simple mode.
Maintain OffsetMaintainoffsetSets the fraction of the original offset from the surface that is kept, from 0 to 1.
Maintain Orient OffsetMaintainorientoffsetSets the share of the incoming rotation that is kept, from 0 for aligned to 1 for the incoming rotation.
Visualize OffsetVisualizeoffsetDraw a line from each point to its position on the surface.
Fetch Offsets LinesFetchoffsetslinesAdd a Select POP that outputs the offset lines.
PAGEAnimate
Do FalloffDofalloffWeight the effect on each point by the Falloff Attribute.
Falloff AttributeFalloffattrThe point attribute, 0 to 1, that weights the effect.
SpeedSpeedWalk speed. 1 is 0.25 units per second.
Random SpeedRandomspeedSets the random speed added to each point.
Speed SeedSpeedseedSets the seed of the random speed.
Enable Life TimeEnablelifetimeGive the points a life. They age while walking and are reborn at their attach point when it ends.
LifeLifeSets the life span in seconds.
Life VarianceLifevarianceLife Expectancy variation as fraction of life expectancy, added or removed at random per point.
Life SeedLifeseedSets the seed of the life variation.
Output Life AttributesOutputlifeattrsKeep the Age (seconds lived) and LifeTime attributes on the output.
Scale by AgeScalebyageScale the points by the scale ramp over their life, 1 at birth and 0 at death, remapped by Remap Scale.
Open Scale Ramp EditorOpenscalerampeditorOpen the scale ramp editor.
Reset Scale RampResetscalerampResets the scale ramp.
Custom Scale TOPCustomscaletopReference to a TOP used as the scale ramp, overriding the ramp editor.
Enable Point RelaxEnablepointrelaxEnable pushing neighboring points apart each frame so they do not pile up.
Relax IterationsRelaxitersNumber of relax passes per frame.
Max Relax RadiusMaxrelaxradiusSets the distance within which the points push each other apart.
Max NeighborsMaxneighborsMaximum number of neighbors pushed per relax pass.
Relax StrengthRelaxstrengthSets the push-apart speed, in Max Relax Radius per second. 0 turns it off.
PAGECommon
BypassBypassPass through the first input to the output unchanged.
Free Extra GPU MemoryFreeextragpumemFree memory that has accumulated when output memory has grown and shrunk.
Render PrimitivesRenderprimitivesWhether to render the full POPX geometry. When off, only point instances are drawn.
Convert to Point PrimitivesConverttoptprimEnable converting points to point primitives when Render Primitives is off.
SRT / RSTSrtrstSets the transform order, SRT or RST, used when the points are rendered as TouchDesigner instances.
Input 0 POP - POPX/POP Geometry
Input 1 POP - Mesh to Attach To
Output 0 POP - POPX/POP Geometry